osg着色器

#include <osg/Program>
#include <osg/LineWidth>
#include <osgDB/ReadFile>

#include <osgViewer/Viewer>

程序中可以有多个着色器对象,就跟一般接口一样,可以把共用代码段写一个接口,以便复用

static const char* vertSource = {
"#version 120\n"
"#extension GL_EXT_geometry_shader4 : enable\n"
"void main()\n" 

                "{ gl_Position = ftransform(); }\n"
}   ;


static const char* geomSource = {
"#version 120\n"
"#extension GL_EXT_geometry_shader4 : enable\n"
"uniform int segments;\n"        //uniform关键词的作用:由应用程序在着色器执行之前指定,由顶点着色器和片段着色器共享
"void main(void)\n"
"{\n"
" float delta = 1.0 / float(segments);\n"
" vec4 v;\n"
" for ( int i=0; i<=segments; ++i )\n"
" {\n"
" float t = delta * float(i);\n"
" float t2 = t * t;\n"
" float one_minus_t = 1.0 - t;\n"
" float one_minus_t2 = one_minus_t * one_minus_t;\n"
" v = gl_PositionIn[0] * one_minus_t2 * one_minus_t
+\n"
" gl_PositionIn[1] * 3.0 * t * one_minus_t2 +\n"
" gl_PositionIn[2] * 3.0 * t2 * one_minus_t +\n"
" gl_PositionIn[3] * t2 * t;\n"
" gl_Position = v;\n"
" EmitVertex();\n"
" }\n"
" EndPrimitive();\n"
"}\n"
};


osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;
vertices->push_back( osg::Vec3(0.0f, 0.0f, 0.0f) );
vertices->push_back( osg::Vec3(1.0f, 1.0f, 1.0f) );
vertices->push_back( osg::Vec3(2.0f, 1.0f,-1.0f) );
vertices->push_back( osg::Vec3(3.0f, 0.0f, 0.0f) );
osg::ref_ptr<osg::Geometry> controlPoints = new osg::Geometry;

controlPoints->setVertexArray( vertices.get() );
controlPoints->addPrimitiveSet(
//http://blog.csdn.net/vampirem/article/details/12152945? 此博客详细说明了GL_LINES_ADJACENCY_EXT等枚举

new osg::DrawArrays(GL_LINES_ADJACENCY_EXT, 0, 4) );

locationNum=3
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
geode->addDrawable( controlPoints.get() );

int segments = 10;
osg::ref_ptr<osg::Program> program = new osg::Program;
program->addShader(
new osg::Shader(osg::Shader::VERTEX, vertSource) );
program->addShader(
new osg::Shader(osg::Shader::GEOMETRY, geomSource) );
program->setParameter( GL_GEOMETRY_VERTICES_OUT_EXT, segments+1 );
program->setParameter( GL_GEOMETRY_INPUT_TYPE_EXT,
GL_LINES_ADJACENCY_EXT );
program->setParameter( GL_GEOMETRY_OUTPUT_TYPE_EXT,
GL_LINE_STRIP );

osg::ref_ptr<osg::LineWidth> lineWidth = new osg::LineWidth;
lineWidth->setWidth( 2.0f );

osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setAttributeAndModes( program.get() );
stateset->setAttribute( lineWidth.get() );
stateset->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
stateset->addUniform( new osg::Uniform("segments", segments) );   //这边需要添加此类型的数据,主要是名字要一致!

osgViewer::Viewer viewer;
viewer.setSceneData( geode.get() );
return viewer.run();

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